Jump to content

[mod] [mod] Daughters of Lust - updated


Recommended Posts

Posted

Hi, I’ve run into an issue while playing the AGOT mod. The holy sites for religions are showing up as the vanilla ones, which prevents me from selecting a religious head. Is there a patch or submod that fixes this? Otherwise, it’s a fantastic mod; the TC version is quite stable.

Posted
On 8/9/2026 at 2:32 PM, n1xozor said:

Hi, I’ve run into an issue while playing the AGOT mod. The holy sites for religions are showing up as the vanilla ones, which prevents me from selecting a religious head. Is there a patch or submod that fixes this? Otherwise, it’s a fantastic mod; the TC version is quite stable.

 

I'm not entirely familiar with locales in total conversion mods, so I have refrained from assigning holy sites - and in part, also because I wanted to make the lite version be a fit-all for whatever total conversion that may be played with.

 

Given that context, a lot of DOL-faiths, which are more or less based on Earth-based religions and faiths, don't really make sense in the context of a total conversion mod. By using the introduce witchcraft and introduce Lilith to the faith decisions, you can more or less make a faith in a total conversion mod to be an ersatz-succubus faith. 

 

Of course, if anyone wants to dedicate efforts to re-map holy sites to counties/baronies of a specific total conversion mod, I'd be happy to include as an optional download for a specific TC, so that players of said TC can include it in their local copy of DOL. It's just not something I personally intend on doing as of right now.

 

21 hours ago, xoihegn said:

Can each option in the 'Reassert Personal Destiny' decision only be chosen once?

 

As it stands, yes.

Posted
19 hours ago, Lyskorie said:

 

Я не очень хорошо знаком с локациями в модификациях, полностью меняющих мир, поэтому я воздержался от указания святых мест — отчасти потому, что хотел, чтобы облегченная версия подходила для любой модификации, которую можно будет использовать.

 

В этом контексте многие веры из мира DOL, которые в той или иной степени основаны на земных религиях и верованиях, не совсем подходят для мода, полностью меняющего мир. Используя решения о вероисповедании, такие как введение колдовства и введение Лилит, вы можете в моде, полностью меняющем мир, превратить веру в веру, имитирующую суккуба. 

 

Конечно, если кто-то захочет посвятить усилия перераспределению святых мест по графствам/баронствам конкретного мода, я с удовольствием включу его в качестве дополнительной загрузки для этого мода, чтобы игроки могли добавить его в свою локальную копию DOL. Просто лично я пока не планирую этим заниматься.

 

 

Alright, I’ve copied the list of holy sites from the AGOT files; I’ll post an edited version of the files here later, with the original locations removed.
Another question: when starting with the Lilim culture in AGOT, many innovations aren't researched by default—how can this be fixed?

Posted
17 hours ago, n1xozor said:

Alright, I’ve copied the list of holy sites from the AGOT files; I’ll post an edited version of the files here later, with the original locations removed.
Another question: when starting with the Lilim culture in AGOT, many innovations aren't researched by default—how can this be fixed?

 

It has no innovations because it is meant to be a dead culture that you really shouldn't be playing as.

 

That said, you can use the get_all_innovations_from effect in culture scope to copy innovations from another culture, or define researched innovations in history folder. You can see how it is done in vanilla.

Posted

Is it possible to make AI more likely reveal themselves as succubus, if their top liege is already a revealed succubus?

Posted
On 8/12/2026 at 9:32 AM, xoihegn said:

Is it possible to make AI more likely reveal themselves as succubus, if their top liege is already a revealed succubus?

 

On the next update.

Posted (edited)

I have published a blog post on my Ko-fi, giving a slight look into what is to come in the recent future: https://ko-fi.com/post/Lyskories-Update-Blog--August-2026-D6D125CANM

 

A copy of the blog is also available below:

 

Quote

Happy birthday to me!

Since I don't often post on Ko-fi, here are some updates on my mods, and what is to come:


- Daughters of Lust (DOL): Will mostly be balance/maintenance update in the near future, especially with By God Alone only some 40 days away. There are plans for other expansive features, but real-life circumstances have not allowed me the time necessary to tinker with and/or test these ideas.

 

I can at least tease one of those: if you are familiar with A Game of Thrones (AGOT) or Godherja, two of the widely popular total conversion (TC) mods for CK3, you will be familiar with 'wasteland', areas meant to represent land uninhabited by people; or does not have the population to sustain civilization, that you can colonise and bring into your realm. 

 

Of course, as DOL is not a total conversion but more of a mid-sized succubus flavor mod, I remain constrained by certain aspects of vanilla. This means, you guess it, lots (and lots) of jank to wrangle vanilla CK3 to do whatever you want.

 

The idea is that, as your power grows ever more immense, you will eventually be powerful enough to straight up blow up counties (at immense SP cost, possibly more than one single succubus can hold at any one time.) The introduction of SP cap-increasing modifiers with Augments is one way to expand this, but an idea I have in mind is to have a 'coterie' or 'guild' system of sorts to allow you and a few other succubi to crowdsource enough SP to blow up civilization in a county or two. The endgoal is, if you have ever played Stellaris, essentially the Aetherophasic Engine - a player-Crisis.

God, that sounds silly; and to think I thought of this silly goose idea while rewatching Date A Live. Still, no guarantees it would work or make it in a final update, but I'll keep chipping away at it. (screenshot is highly WIP, as for all things in development)

 

A screenshot of a WIP feature showcasting a dummy "wasteland" ruler

 

Additionally, the lite version has been updated with Expedition locations mapping to Godherja and Elder Kings II, both of which have been updated to 1.19 in the time between the 0.19.5 update and Modcon. Apparently AGOT shadow-dropped a map expansion into Essos, so I'll have to rework the locations a bit, but that can wait.

 

- Lyskorie's Assorted Formables & Decisions (LAFD): The most active project right now, thanks in part to it being less intensive than DOL. I have updated the mod once earlier this month, adding formables such as the United Netherlands (which also includes Belgium, which is also a formable), the Alpine Confederation and a few other assorted kingdoms and duchies you can view the patch notes for.

 

A new update (with new formables!) is in the works, with some names you may be familiar with if you, like me, were a long-time EU4 player. (again, screenshots are WIP)

 

Some de jure duchies/kingdoms in the current development build of LAFD: Dahomey, Benin, Galatia and Lan Na

 

I intend on continuing on the mod as long as there are ideas for formable decisions, or de jure shifting decisions otherwise.

 

- Microstates & Microcounties (M&M): The mod is essentially feature-complete, in a way; though Silk and Silver is coming in late November which will redraw the province map of Italy and probably make half the mod obsolete. It is what it is, and it's likely that when this hits, the Italian bits will be removed from the mod. Unless more map redrawings are introduced, the non-Italian content should be fine.

 

- Southern Vietnam Realignments (SVR): Not much planned otherwise, since the primary purpose of the mod is to redraw some county borders in modern southern Vietnam to replicate expansion borders. I may visit some character history issues that has been brought to my attention, but that should be it.

 

- Carnalitas Dei - Detenetized: Given the religion focus, most likely will require an update on By God Alone's release in late September.

 

- Other Steam Workshop/LoversLab mods: They should remain working, unless otherwise requiring an update.

 

If you have been enjoying my mods, I cannot stress how much I am thankful for your support. I'll try to keep the Ko‑fi updated more often, but If you want to get in touch with me and see teasers/WIP photos, you can find me on LoversLab or on the Carnalitas Discord.

You can find my mods here: Steam WorkshopLoversLab

Once again, thank you for your support. I'll see you soon.

- Lys.

 

Edited by Lyskorie
Posted (edited)

[WIP] Some more stuff from the wasteland/colonisation mechanics I mentioned in the devblog:

 

image.png.4dc454097e8d05c3cd8aebc41888643a.png

 

aab.png.f20220a7f109e28cccd3525eba37c1dd.pngaaa.png.b1647866b508c6ce006e20d5b98d6891.png

 

As usual, WIP and no assurances this will make it to the stable update, but I do hope this works out.

Edited by Lyskorie
Posted
14 hours ago, Lyskorie said:

[WIP] Some more stuff from the wasteland/colonisation mechanics I mentioned in the devblog:

 

image.png.4dc454097e8d05c3cd8aebc41888643a.png

 

aab.png.f20220a7f109e28cccd3525eba37c1dd.pngaaa.png.b1647866b508c6ce006e20d5b98d6891.png

 

As usual, WIP and no assurances this will make it to the stable update, but I do hope this works out.

I hope this works out too, it would definitely be quite interesting and make the world feel more dynamic in the late game! 
With the Spatioquake, would that also destroy things like Special Buildings, since I imagine those wouldn't really be left standing in such a cataclysm? 

Posted (edited)
12 hours ago, LustDemon69 said:

I hope this works out too, it would definitely be quite interesting and make the world feel more dynamic in the late game! 
With the Spatioquake, would that also destroy things like Special Buildings, since I imagine those wouldn't really be left standing in such a cataclysm? 

 

Ideally yes, but since the game doesn't have a neat way to dynamically destroy a special building without requiring a building key, the only real way to do that is to iterate through every single extant special building in vanilla - which means modded special buildings will not be accounted for. That limitation is something I'm looking into, but there doesn't seem to be a pretty way about it.

Edited by Lyskorie
Posted
On 8/27/2026 at 4:32 AM, Lyskorie said:

 

Ideally yes, but since the game doesn't have a neat way to dynamically destroy a special building without requiring a building key, the only real way to do that is to iterate through every single extant special building in vanilla - which means modded special buildings will not be accounted for. That limitation is something I'm looking into, but there doesn't seem to be a pretty way about it.

Damn, not even using the special_building tag to destroy them? Ah well, would still be a great expansion to the mod

Posted
5 hours ago, LustDemon69 said:

Damn, not even using the special_building tag to destroy them? Ah well, would still be a great expansion to the mod

 

Nope! You'd be surprised as to how ass-backwards some things can surprisingly be when you're neck deep into the jank.

Posted

My family members and courtiers die of old age around 70-80 despite having excellent health and revealed having Succubus Fame Trait. Seems to work fine for other npcs though so, not sure what I am missing.

Posted
On 8/31/2026 at 6:32 AM, artintrex said:

My family members and courtiers die of old age around 70-80 despite having excellent health and revealed having Succubus Fame Trait. Seems to work fine for other npcs though so, not sure what I am missing.

Could be they not fucking too much so they didn't get any Mastery

Posted
On 8/31/2026 at 6:32 PM, artintrex said:

My family members and courtiers die of old age around 70-80 despite having excellent health and revealed having Succubus Fame Trait. Seems to work fine for other npcs though so, not sure what I am missing.

 

As said by LustDemon69 above. Courtiers (and other manner of unlanded characters) don't really do anything, sex included. (Not that regular Carnalitas considers the idea of NPCs using the interaction on its own, but DOL does modify it, but still).

Posted

I think have missed something or too stupid about it, but the instructions is telling to copypaste the folder Cheri - Daughters of Lust and a file named Cheri - Daughters of Lust.mod, but I can't found them anywhere...can someone clarify what I did wrong?

Posted
9 hours ago, TheDud3. said:

I think have missed something or too stupid about it, but the instructions is telling to copypaste the folder Cheri - Daughters of Lust and a file named Cheri - Daughters of Lust.mod, but I can't found them anywhere...can someone clarify what I did wrong?

 

It still works the same way, even if the file/mod name has changed. By now DOL has been under my custodianship for longer than it was under Cheri (who has retired from modding in general) so after a point I decided to keep it short.

 

Just substitute the file names in the instruction with the current one and follow the same steps.

Posted

I am running into an issue where if i run the latest TC version with AGOT, i cant appoint people who aren't my vassals as councilors, nor can i give a title to anyone who isn't already a vassal... This happens no matter where i put the mod in the load order. When i deactivate the mod everything is fine. Anyone else has this happen?

Posted

loving the mod so far but I've run into some trouble where becoming a succubus seems to make weight invisible, resulting in my character ending up quite slim which was no my intention. Curious if its an incompatibility or something given the weight increase under alter self. Cheched with debug and all succubus will not display weight beyond 0.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...